Akata, Common

Medium aberration, neutral

Armor Class 14 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 40 ft., climb 20 ft.

12 (+1) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 11 (+0)

Skills Athletics +3, Acrobatics +4, Stealth +6
Damage Immunities fire, cold, poison
Condition Immunities poisoned
Senses darkvision 120 ft.; passive Perception 11
Languages Auran
Challenge 1 (200 XP)


  • Deaf. The akata can’t hear. It is immune to any spell or effect that relies on hearing to function, but it automatically fails Wisdom (Perception) checks that rely on hearing.
  • Hibernation. The akata can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth. These fibers quickly harden into a dense, almost metallic cocoon. While hibernating the akata doesn’t require food or water. The cocoon has AC 18, 35 hp, and a damage threshold of 10. It is immune to fire and bludgeoning damage. As long as the cocoon remains intact, the akata within is unharmed. The akata remains in hibernation until a living creature comes within 10 feet of the cocoon, or it is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes.
  • Keen Smell. The akata has advantage on Wisdom (Perception) checks that rely on smell.
  • Salt Water Vulnerability. Salt water deals 1 point of acid damage for every gallon splashed on the akata. Full immersion in salt water causes 20 acid damage at the start of the akata’s turn.
  • Void Born Nature. The akata doesn’t need to breathe and is immune to disease.
  • Void Death. The akata’s mouth is infested with hundreds of invisibly small larval young that transfer to victims of its bite, manifesting as a disease. Within 1 hour of contracting void death a victim suffers muscle cramps and pain. The victim takes 3d6 (10) necrotic damage and must make a DC 13 Constitution saving throw. On a failed save the victim’s maximum hit points are reduced by an amount equal to the damage taken. As long as a creature suffers from void death this reduction can only be removed by greater restoration or more powerful magic. A creature whose maximum hit points are reduced to 0 dies. The creature must repeat the save when it finishes a long rest. A creature that makes two consecutive saving throws recovers from the disease and can regain its maximum hit point total when it finishes a long rest. A humanoid that dies as a result of void death rises as a void zombie 1 hour later.


  • Multiattack. The akata makes three attacks: one with its bite, and two with its tentacles.
  • Bite. Melee Weapon Attack: +4 to hit, 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage and if the target is a creature other than a construct or undead it must succeed on a DC 13 Constitution saving throw or contract the Void Death disease (see above).
  • Tentacle. Melee Weapon Attack: +2 to hit, 5 ft., 1 target. Hit: 4 (1d4 + 2) bludgeoning damage.


Akatas hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Appearing like hairless blue lions with twin tentacular tails, a mane of thrashing tendrils, and maws filled with tiny writhing larvae, countless akatas escaped the destruction of their homeworld. Clinging to fragments of the dead planet, they entered hibernation and rode these asteroids until they eventually crashed upon suitable new planets. Their cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat. A typical akata stands 3-1/2 feet tall and weighs 400 pounds.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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